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<td align="left" id="subTitle" class="titleTableSubTitle">类&nbsp;BasicRenderEngine</td><td align="right" id="subNav" class="titleTableSubNav"><a href="#propertySummary">属性</a>&nbsp;| <a href="#methodSummary">方法</a></td>
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<td class="classHeaderTableLabel">包</td><td><a onclick="javascript:loadClassListFrame('class-list.html')" href="package-detail.html">org.papervision3d.render</a></td>
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<td class="classHeaderTableLabel">类</td><td class="classSignature">public class BasicRenderEngine</td>
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<td class="classHeaderTableLabel">继承</td><td class="inheritanceList">BasicRenderEngine <img class="inheritArrow" alt="继承" title="继承" src="../../../images/inherit-arrow.gif"> <a href="../core/render/AbstractRenderEngine.html">AbstractRenderEngine</a> <img class="inheritArrow" alt="继承" title="继承" src="../../../images/inherit-arrow.gif"> flash.events.EventDispatcher</td>
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<td class="classHeaderTableLabel">实现</td><td><a href="../core/render/IRenderEngine.html">IRenderEngine</a></td>
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<td class="classHeaderTableLabel">子类</td><td><a href="../render/LazyRenderEngine.html">LazyRenderEngine</a>, <a href="../render/QuadrantRenderEngine.html">QuadrantRenderEngine</a></td>
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</table>
<p></p>
  <p><code>BasicRenderEngine</code> links <code>Viewport3D</code>s, 
    <code>Scene3D</code>, and <code>Camera3D</code>s together
   by gathering in all of their data, rendering the data, then calling the 
  necessary functions to update from the rendered data</p>
  <p>&nbsp;</p>
  <p>BRE(基本渲染引擎）将Viewport3d、Scene3D和Camera3D通过集中它们所有数据将之结合到一起，渲染这些数据，然后调用必要程序来更新这些已经渲染的数据。<br>
</p>
  <hr>
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<a name="propertySummary"></a>
<div class="summarySection">
<div class="summaryTableTitle">公共属性</div>
<table id="summaryTableProperty" class="summaryTable " cellpadding="3" cellspacing="0">
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<th>&nbsp;</th><th colspan="2">属性</th><th colspan="2">定义方</th>
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<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#clipping">clipping</a> : <a href="../core/clipping/DefaultClipping.html">DefaultClipping</a>
<div class="summaryTableDescription"></div>
</td><td class="summaryTableOwnerCol">BasicRenderEngine</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#filter">filter</a> : <a href="../core/render/filter/IRenderFilter.html">IRenderFilter</a>
<div class="summaryTableDescription">
   <p>A filter (such as FogFilter) to be used in the renderList.</p>
   <p>滤镜\过滤器（比如说FogFilter雾效滤镜）是在渲染列表对象中使用的</p>
</div>
</td><td class="summaryTableOwnerCol">BasicRenderEngine</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#projectionPipeline">projectionPipeline</a> : <a href="../core/render/project/ProjectionPipeline.html">ProjectionPipeline</a>
<div class="summaryTableDescription">
   <p>The type of projection pipeline used for projecting and culling.</p>
   <p>用于投影和视域裁剪的投影管线的类型</p>
</div>
</td><td class="summaryTableOwnerCol">BasicRenderEngine</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol"><a class="signatureLink" href="#sorter">sorter</a> : <a href="../core/render/sort/IRenderSorter.html">IRenderSorter</a>
<div class="summaryTableDescription">
   <p>The type of z-sorting to be used with the rendered data based on 
     their respective screen depth.</p>
   <p>z排序\z深度\z序列的类型，被用做基于各自透视屏幕深度的可渲染数据。</p>
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</td><td class="summaryTableOwnerCol">BasicRenderEngine</td>
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<div class="summaryTableTitle">公共方法</div>
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<th>&nbsp;</th><th colspan="2">方法</th><th colspan="2">定义方</th>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#BasicRenderEngine()">BasicRenderEngine</a>()</div>
<div class="summaryTableDescription">
   <p>Creates and prepares all the objects and events needed for rendering </p>
   <p>创建并准备所有将渲染的对象和事件</p>
</div>
</td><td class="summaryTableOwnerCol">BasicRenderEngine</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#addToRenderList()">addToRenderList</a>(renderCommand:<a href="../core/render/command/RenderableListItem.html">RenderableListItem</a>):int</div>
<div class="summaryTableDescription">
   <p>Adds a <code>renderCommand</code> to the <code>renderList</code>
     
   </p>
   <p>添加一个渲染命令到渲染序列\渲染列表中</p>
</div>
</td><td class="summaryTableOwnerCol">BasicRenderEngine</td>
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<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#destroy()">destroy</a>():void</div>
<div class="summaryTableDescription">
   <p>Destroys all of <code>BasicRenderEngine</code>'s objects for Garbage Collection purposes.</p>
   <p>销毁所有的BRE对象，这是内存清理器所必需的。</p>
</div>
</td><td class="summaryTableOwnerCol">BasicRenderEngine</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#removeFromRenderList()">removeFromRenderList</a>(renderCommand:<a href="../core/render/command/IRenderListItem.html">IRenderListItem</a>):int</div>
<div class="summaryTableDescription">
   <p>Removes a <code>renderCommand</code> from the <code>renderList</code>
     
   </p>
   <p>从渲染列表中删除渲染命令</p>
</div>
</td><td class="summaryTableOwnerCol">BasicRenderEngine</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#renderLayers()">renderLayers</a>(scene:<a href="../core/proto/SceneObject3D.html">SceneObject3D</a>, camera:<a href="../core/proto/CameraObject3D.html">CameraObject3D</a>, viewPort:<a href="../view/Viewport3D.html">Viewport3D</a>, layers:Array = null):<a href="../core/render/data/RenderStatistics.html">RenderStatistics</a>
</div>
<div class="summaryTableDescription">
   <p>Works similarly to <code>renderScene</code>, but also takes an array 
     of specific <code>ViewportLayer3D</code>'s to
     render
     
   </p>
   <p>和renderScene方法类似，不同的是渲染指定名称的ViewportLayer3D数组</p>
</div>
</td><td class="summaryTableOwnerCol">BasicRenderEngine</td>
</tr>
<tr class="">
<td class="summaryTablePaddingCol">&nbsp;</td><td class="summaryTableInheritanceCol">&nbsp;</td><td class="summaryTableSignatureCol">
<div class="summarySignature">
<a class="signatureLink" href="#renderScene()">renderScene</a>(scene:<a href="../core/proto/SceneObject3D.html">SceneObject3D</a>, camera:<a href="../core/proto/CameraObject3D.html">CameraObject3D</a>, viewPort:<a href="../view/Viewport3D.html">Viewport3D</a>):<a href="../core/render/data/RenderStatistics.html">RenderStatistics</a>
</div>
<div class="summaryTableDescription">
   <p>Takes the data from the scene, camera, and viewport, renders it, then updates the viewport </p>
   <p>从场景、相机以及视图中抽取数据，渲染之，并更新视图。</p>
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<a name="propertyDetail"></a>
<div class="detailSectionHeader">属性详细信息</div>
<a name="clipping"></a>
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<td class="detailHeaderName">clipping</td><td class="detailHeaderType">属性</td>
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<code>public var clipping:<a href="../core/clipping/DefaultClipping.html">DefaultClipping</a></code>
</div>
<a name="filter"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
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<td class="detailHeaderName">filter</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
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<div class="detailBody">
<code>public var filter:<a href="../core/render/filter/IRenderFilter.html">IRenderFilter</a></code><p>
   A filter (such as FogFilter) to be used in the renderList. Defaults to 
   <code>BasicRenderFilter</code>
   
   滤镜\过滤器（比如说FogFilter雾效滤镜）是在渲染列表对象中使用的</p><p>
<span class="label">另请参见</span>
</p>
<div class="seeAlso">
<a href="../core/render/filter/BasicRenderFilter.html" target="">org.papervision3d.core.render.filter.BasicRenderFilter</a>
<br>
<a href="../core/render/filter/FogFilter.html" target="">org.papervision3d.core.render.filter.FogFilter</a>
</div>
</div>
<a name="projectionPipeline"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">projectionPipeline</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public var projectionPipeline:<a href="../core/render/project/ProjectionPipeline.html">ProjectionPipeline</a></code><p>
   The type of projection pipeline used for projecting and culling. Defaults
   to BasicProjectionPipeline
   
   </p>
<p>用于投影和视域裁剪的投影管线的类型</p>
<p>
<span class="label">另请参见</span>
</p>
<div class="seeAlso">
<a href="../core/render/project/BasicProjectionPipeline.html" target="">org.papervision3d.core.render.project.BasicProjectionPipeline</a>
</div>
</div>
<a name="sorter"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">sorter</td><td class="detailHeaderType">属性</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
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<div class="detailBody">
<code>public var sorter:<a href="../core/render/sort/IRenderSorter.html">IRenderSorter</a></code><p>
   The type of z-sorting to be used with the rendered data based on 
   their respective screen depth. Defaults to <code>BasicRenderSorter</code>.
   
   </p>
<p>z排序\z深度\z序列的类型，被用做基于各自透视屏幕深度的可渲染数据。</p>
<p>
<span class="label">另请参见</span>
</p>
<div class="seeAlso">
<a href="../core/render/sort/BasicRenderSorter.html" target="">org.papervision3d.core.render.sort.BasicRenderSorter</a>
</div>
</div>
<a name="constructorDetail"></a>
<div class="detailSectionHeader">构造函数详细信息</div>
<a name="BasicRenderEngine()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
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<td class="detailHeaderName">BasicRenderEngine</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">构造函数</td>
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<div class="detailBody">
<code>public function BasicRenderEngine()</code><p>
   Creates and prepares all the objects and events needed for rendering
   </p>
<p>创建并准备所有将渲染的对象和事件</p>
</div>
<a name="methodDetail"></a>
<div class="detailSectionHeader">方法详细信息</div>
<a name="addToRenderList()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">addToRenderList</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td>
</tr>
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<div class="detailBody">
<code>public override function addToRenderList(renderCommand:<a href="../core/render/command/RenderableListItem.html">RenderableListItem</a>):int</code><p>
   Adds a <code>renderCommand</code> to the <code>renderList</code>
   
   添加一个渲染命令到渲染序列\渲染列表中</p><span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">renderCommand</span>:<a href="../core/render/command/RenderableListItem.html">RenderableListItem</a></code> &mdash;  A command to be used in the <code>renderList</code>
   
   </td>
</tr>
</table>
<p></p>
<span class="label">返回</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20"></td><td><code>int</code> &mdash; int    An integer representing the length of the <code>renderList</code>
   </td>
</tr>
</table>
</div>
<a name="destroy()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">destroy</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public function destroy():void</code><p>
   Destroys all of <code>BasicRenderEngine</code>'s objects for Garbage Collection purposes.
   销毁所有的BRE对象，这是内存清理器所必需的。</p></div>
<a name="removeFromRenderList()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">removeFromRenderList</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public override function removeFromRenderList(renderCommand:<a href="../core/render/command/IRenderListItem.html">IRenderListItem</a>):int</code><p>
   Removes a <code>renderCommand</code> from the <code>renderList</code>
   
   从渲染列表中删除渲染命令</p><span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">renderCommand</span>:<a href="../core/render/command/IRenderListItem.html">IRenderListItem</a></code> &mdash;  A command to be removed from the <code>renderList</code>
   
   </td>
</tr>
</table>
<p></p>
<span class="label">返回</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20"></td><td><code>int</code> &mdash; int    An integer representing the length of the <code>renderList</code>
   </td>
</tr>
</table>
</div>
<a name="renderLayers()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">renderLayers</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public function renderLayers(scene:<a href="../core/proto/SceneObject3D.html">SceneObject3D</a>, camera:<a href="../core/proto/CameraObject3D.html">CameraObject3D</a>, viewPort:<a href="../view/Viewport3D.html">Viewport3D</a>, layers:Array = null):<a href="../core/render/data/RenderStatistics.html">RenderStatistics</a></code><p>
   Works similarly to <code>renderScene</code>, but also takes an array 
   of specific <code>ViewportLayer3D</code>'s to
   render
   
   </p>
<p>和renderScene方法类似，不同的是渲染指定名称的ViewportLayer3D数组</p>
<span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20px"></td><td><code><span class="label">scene</span>:<a href="../core/proto/SceneObject3D.html">SceneObject3D</a></code> &mdash;    The <code>CameraObject3D</code> looking at the scene
   </td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">camera</span>:<a href="../core/proto/CameraObject3D.html">CameraObject3D</a></code> &mdash;     The <code>Scene3D</code> holding the <code>DisplayObject3D</code>'s you want rendered
   </td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">viewPort</span>:<a href="../view/Viewport3D.html">Viewport3D</a></code> &mdash;    The <code>Viewport3D</code> that will display your scene
   
   </td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20px"></td><td><code><span class="label">layers</span>:Array</code> (default = <code>null</code>)<code></code></td>
</tr>
</table>
<p></p>
<span class="label">返回</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20"></td><td><code><a href="../core/render/data/RenderStatistics.html">RenderStatistics</a></code> &mdash; 
                        RenderStatistics  The <code>RenderStatistics</code> objectholds all the data from the last render
   
   
                        
                     </td>
</tr>
</table>
<p>
<span class="label">另请参见</span>
</p>
<div class="seeAlso">
<a href="../render/BasicRenderEngine.html#renderScene" target="">renderScene</a>
</div>
</div>
<a name="renderScene()"></a>
<table cellspacing="0" cellpadding="0" class="detailHeader">
<tr>
<td class="detailHeaderName">renderScene</td><td class="detailHeaderParens">()</td><td class="detailHeaderType">方法</td><td class="detailHeaderRule">&nbsp;</td>
</tr>
</table>
<div class="detailBody">
<code>public override function renderScene(scene:<a href="../core/proto/SceneObject3D.html">SceneObject3D</a>, camera:<a href="../core/proto/CameraObject3D.html">CameraObject3D</a>, viewPort:<a href="../view/Viewport3D.html">Viewport3D</a>):<a href="../core/render/data/RenderStatistics.html">RenderStatistics</a></code><p>
   Takes the data from the scene, camera, and viewport, renders it, then updates the viewport
   
   </p>
<p>从场景、相机以及视图中抽取数据，渲染之，并更新视图。</p>
<span class="label">参数</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20"></td>
<td width="842"><code><span class="label">scene</span>:<a href="../core/proto/SceneObject3D.html">SceneObject3D</a></code> &mdash;   The <code>CameraObject3D</code> looking at the scene   CameraObject3D对象注视这个场景</td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20"></td>
<td><code><span class="label">camera</span>:<a href="../core/proto/CameraObject3D.html">CameraObject3D</a></code> &mdash;    The <code>Scene3D</code> holding the <code>DisplayObject3D</code>'s you want rendered
   包含要渲染的DisplayObject3D对象的Scene3d</td>
</tr>
<tr>
<td class="paramSpacer">&nbsp;</td>
</tr>
<tr>
<td width="20"></td>
<td><code><span class="label">viewPort</span>:<a href="../view/Viewport3D.html">Viewport3D</a></code> &mdash;   The <code>Viewport3D</code> that will display your scene
   
   显示场景的viewport3d对象</td>
</tr>
</table>
<p></p>
<span class="label">返回</span>
<table border="0" cellspacing="0" cellpadding="0">
<tr>
<td width="20"></td><td width="868"><p><code><a href="../core/render/data/RenderStatistics.html">RenderStatistics</a></code> &mdash; 
                        RenderStatistics  The <code>RenderStatistics</code> objectholds all the data from the last render
   
                        
                     </p>
  <p>是包含上一次渲染的所有数据的对象</p></td>
</tr>
</table>
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